ChzBoi

I've complied the Godot source with the Spine runtime (https://github.com/GodotExplorer/spine) and it all works fine in the Godot IDE. I can press F5 and it will play my project just fine with my Spine character.

However, when I export the project for "Windows Desktop (Runnable)" it will provide me with an '.exe' and '.pck' files, which when I run, will halt on errors. (show below - I've looked at these Godot code files, but most of this is beyond my knowledge.)

Is there an issue with this Spine runtime when exporting to Windows Desktop in GODOT 3.0.6?

I am thinking there may be an export template I am missing.(?)

Any advice/help is most welcome!
(I've also asked this at Godot.org as well)
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Launch Errors
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I get 25 of these errors in a row:
ERROR: get_parent_class: Condition '!ti' is true. returned: StringName() at core/class_db.cpp:331
Then I get:
ERROR: No loader found for resource: res://_graphics/Character.json at core/io/resource_loader.cpp:186
ERROR: poll: res://Character.tscn:3 - Parse Error: [ext_resource] referenced nonexistent resource at: res://_graphics/Character.json at scene/resources/scene_format_text.cpp:439
Followed by:
ERROR: load: Condition 'err != OK' is true. returned: RES() at core/io/resource_loader.cpp:149
ERROR: Failed loading resource: res://Character.tscn at core/io/resource_loader.cpp:186
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ChzBoi
  • Posts: 21

Nate

It seems very suspicious that it works in the Godot editor but not when exported. I'm afraid I'm not familiar with Godot, you'll likely have better luck on the Godot forums. Sorry I can't be of more help!
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Nate

Nate
  • Posts: 9978

ChzBoi

Hi Nate - thanks for at least looking! I've not heard from Godot Q&A yet.
(Might just have to wait for the official Spine runtime for Godot!)
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ChzBoi
  • Posts: 21

davarrcal

Are you compiling the templates with the same codebase that the editor? You need to export first with (platform = windows target =release_debug tools=yes) and later the export templates (platform= windows target = release_debug tools=no) and (platform= windows target = release tools =no).... if you use official templates they can handle spine runtime...

And yes... we are waiting to an official godot spine runtime. Godot comunity is very active, if you do that runtime open in github i´m sure that users will pull changes and actualizations to the codebase to maintain that up to date... but now, the godot spine runtime it´s a fork from a fork and is abandoned from oct2018

It´s money free guys, you have a lot of work done, only get the code and upload your own repository, all the code is MIT and under Spine Runtime License...so...
davarrcal
  • Posts: 7

ChzBoi

@ davarrcal - that was it! Thank you for the reply and pointing me in the correct direction; much appreciated!
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ChzBoi
  • Posts: 21

shintiger

May I know what is the cause of error?
shintiger
  • Posts: 1

davarrcal

Error cause is user not compiling export templates with the same codebase that godot editor.
davarrcal
  • Posts: 7


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